BasedGamer or BiasedGamerGrill?

This article is written following Jennie Bharaj’s announcement to extend BasedGamer’s indiegogo campaign duration period, visible here http://jenniebharaj.com/basedgamer/special-announcement-basedgamer/

 Initially, we were just going to let BasedGamer’s campaign die since there was no way it would be funded. Since Jennie wants to succeed at all cost, we decided to publish our findings.

What is wrong with BasedGamer and why are there people against it?

Continue reading BasedGamer or BiasedGamerGrill?

Making an online game

Here’s an almost full list of what you should think of when doing an online game.

GAME DESIGN SIDE

Model: Theme park / Sandbox?

Mechanics

Goldsink
Timesink

Character

Skills & Classes
Experience, Learning & Grinding

Combat

PvE
PvP
Death

Economy

Money creation
Crafting
Market
Demand & Supply

Community

Interactions between players
Groups of players
Politics

World

Genre
Lore & history
Audio & Music style
Level design
Open world, Dungeons, Instances, Procedural vs Static

PLAYER EXPERIENCE

profiles source: http://www.nickyee.com/daedalus/
 
Profile

Social

Socializing: chatting, helping others, making friends, sharing media (streaming)
Relationships (RL): personal, self-disclosure, find and give support
Teamwork: Collaboration, groups, group achievements

Competitive

Advancement: progress, power, accumulation, status
Mechanics: numbers, optimizing, templating, analysis
Competition: challenging, provocation, domination

Immersion

Discovery: exploration, lore, hidden things
Role-playing: storyline, character history
Customization: appearance, accessories, styles, colors
Escapism: relax, avoid RL

Time available per play session

0h / 2h (25% of players on average)
2h / 4h (35% of players on average)
 
4h / 6h (20% of players on average)
 
6h / 8h (10% of players on average)
8h / 12h (5%)
12h+ (5%)

Teamplay

Solo
Group
Guild
Alliance
Nation
Server
 

TECHNIC SIDE

 

Render engine

Graphic pipeline
Maths: Transforms
Textures
http://2dgameartforprogrammers.blogspot.ca/
Shaders
http://simonschreibt.blogspot.de/2013/04/homeworld-2-engines.html
http://glsl.heroku.com/
Lights
Particles
Explosion http://howto.wired.com/wiki/Make_a_Particle_Explosion_Effect
Optimization (LOD, culling, batching)

Animation

Audio & Music

Physical engine

Physical engines benchmark http://dl.dropboxusercontent.com/u/22814023/report.pdf
Body types
Collision detection
Collision filtering

GUI

Player inputs & controls

Network

http://gafferongames.com/game-physics/networked-physics/
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=5&t=49062
Client
Server
Prediction, dead reckoning

Artificial intelligence

Scripting & modding

 

How hackers hack

DEFCON 19: Hacking MMORPGs for Fun and Mostly Profit
http://www.youtube.com/watch?v=hABj_mrP-no
Defcon 18 – Securing MMOs: A Security Professional’s View From the Inside
http://www.youtube.com/watch?v=fopEaJglzWE
DEFCON 20: Fuzzing Online Games
http://www.youtube.com/watch?v=EVhSqWofeP8
 

BUSINESS

 

Business model

P2P

free trial
one time buy
monthly fee

F2P

cash shop
P2W
donations

Marketing

Public relations

Community management

Customer support

Legal

Terms of sales
End user licence agreement

MMO vs Decentralization

Ah, good old days of private UO servers with tweaked game mechanics, added items, added skills, added graphics…
More and more games tend to pop-up with a decentralized model where you can open your very own private server and customize it with mods, based on the “Minecraft” model. (CubeWorld, DayZ, Star citizen…)

Is the MMO/centralized server model dead?
What’s the advantage and drawbacks of both? Continue reading MMO vs Decentralization